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hazards-pf2.json
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{
"name": "Pathfinder 2.0 Hazard list",
"date": "February 11, 2020",
"hazards": [
{
"traits": [
"Mechanical",
"Trap"
],
"name": "Hidden PitHazard",
"text": [],
"source": "Core Rulebook pg. 522",
"Complexity": " Simple",
"Stealth": " DC 18 (or 0 if the trapdoor is disabled or broken)",
"Description": " A wooden trapdoor covers a pit that\u2019s 10 feet square and 20 feet deep.",
"Disable": " DC 12 to remove the trapdoor",
"AC": " 10, ",
"Fort": " +1, ",
"Ref": " +1",
"Trapdoor Hardness": " 3, ",
"Trapdoor HP": " 12 (BT 6); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Trigger": " A creature walks onto the trapdoor. ",
"Effect": " The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling.",
"Reset": " Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become hidden again.",
"category": "hazard"
},
{
"traits": [
"Mechanical",
"Trap"
],
"name": "Poisoned LockHazard",
"text": [],
"source": "Core Rulebook pg. 523",
"Complexity": " Simple",
"Stealth": " DC 17 (trained)",
"Description": " A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock.",
"Disable": " DC 17 (trained) on the spring mechanism",
"AC": " 15, ",
"Fort": " +8, ",
"Ref": " +4",
"Hardness": " 6, ",
"HP": " 24 (BT 12); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Spring": " (attack); ",
"Trigger": " A creature tries to unlock or Pick the Lock. ",
"Effect": " A spine extends to attack the triggering creature.",
"Melee": " spine +13, ",
"Damage": " 1 piercing plus cladis poison",
"Cladis Poison": " (poison); ",
"Saving Throw": " DC 19 Fortitude; ",
"Maximum Duration": " 4 hours; ",
"Stage 1": " 1d6 poison damage and drained 1 (1 hour); ",
"Stage 2": " 2d6 poison damage and drained 2 (1 hour); ",
"Stage 3": " 3d6 poison damage and drained 2 (1 hour)",
"category": "hazard"
},
{
"traits": [
"Mechanical",
"Trap"
],
"name": "Slamming DoorHazard",
"text": [],
"source": "Core Rulebook pg. 523",
"Complexity": " Simple",
"Stealth": " DC 17 (trained)",
"Description": " Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallway\u2019s ceiling.",
"Disable": " DC 15 (trained) on the floor panels before the slab falls",
"AC": " 16, ",
"Fort": " +10, ",
"Ref": " +2",
"Hardness": " 5, ",
"HP": " 20 (BT 10); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Trigger": " Pressure is placed on any floor tile. ",
"Effect": " Lifting the fallen slab requires a successful DC 25 Athletics check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24).",
"category": "hazard"
},
{
"traits": [
"Mechanical",
"Trap"
],
"name": "Spear LauncherHazard",
"text": [],
"source": "Core Rulebook pg. 523",
"Complexity": " Simple",
"Stealth": " DC 20 (trained)",
"Description": " A wall socket loaded with a spear connects to a floor tile in one 5-foot square.",
"Disable": " DC 18 (trained) on the floor tile or wall socket",
"AC": " 18, ",
"Fort": " +11, ",
"Ref": " +3",
"Hardness": " 8, ",
"HP": " 32 (BT 16); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Spear": " (attack); ",
"Trigger": " Pressure is applied to the floor tile. ",
"Effect": " The trap shoots a spear, making an attack against the creature or object on the floor tile. ",
"Ranged": " spear +14, ",
"Damage": " 2d6+6 piercing",
"category": "hazard"
},
{
"traits": [
"Mechanical",
"Trap"
],
"name": "Web Lurker NooseHazard",
"text": [
"); ",
"), "
],
"source": "Bestiary pg. 325",
"Complexity": " Simple",
"Stealth": " DC 22",
"Description": " Discreet webbing at throat level snags a creature that walks into it.",
"Disable": " (expert) DC 18 to rearrange the webbing",
"AC": " 18, ",
"Fort": " +11, ",
"Ref": " +5",
"actions": "Reaction",
"Web Noose": " (",
"Trigger": " A creature steps into the square with the web tripwire. ",
"Effect": " The web lurker noose makes a noose Strike against the triggering creature.",
"Melee": " noose +13 (",
"Damage": " 3d6 bludgeoning and the target is grabbed and pulled off the ground (Escape DC 22). The target takes 1d6 bludgeoning damage at the end of each of its turns as long as it\u2019s caught in the noose.",
"category": "hazard"
},
{
"traits": [
"Electricity",
"Evocation",
"Magical",
"Trap"
],
"name": "Electric Latch RuneHazard",
"text": [],
"source": "Core Rulebook pg. 523",
"Complexity": " Simple",
"Stealth": " DC 20 (trained)",
"Description": " An invisible rune imprinted on a door latch releases a powerful electric discharge.",
"Disable": " (2nd level; counteract DC 18) to counteract the rune",
"actions": "Reaction",
"Electrocution": " (arcane, electricity, evocation); ",
"Trigger": " A creature grasps the door latch directly or with a tool. ",
"Effect": " The trap deals 3d12 electricity damage to the triggering creature (DC 22 basic Reflex save).",
"category": "hazard"
},
{
"traits": [
"Mechanical",
"Trap"
],
"name": "Web Lurker DeadfallHazard",
"text": [],
"source": "Bestiary pg. 325",
"Complexity": " Simple",
"Stealth": " DC 23",
"Description": " A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square.",
"Disable": " (expert) DC 20 to rearrange the webbing",
"AC": " 19, ",
"Fort": " +9, ",
"Ref": " +9",
"actions": "Reaction",
"Trigger": " A creature steps into the square with the web tripwire. ",
"Effect": " All creatures in the trap\u2019s 10-foot square take 2d6 bludgeoning damage (DC 20 basic Reflex save).",
"category": "hazard"
},
{
"traits": [
"Mechanical",
"Trap"
],
"name": "Scythe BladesHazard",
"text": [],
"source": "Core Rulebook pg. 523",
"Complexity": " Simple",
"Stealth": " DC 23 (trained)",
"Description": " Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire.",
"Disable": " DC 21 (trained) to disable each blade",
"AC": " 21, ",
"Fort": " +12, ",
"Ref": " +8",
"Hardness": " 11, ",
"HP": " 44 (BT 22); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Falling Scythes": " (attack); ",
"Trigger": " The trip wire is pulled or severed. ",
"Effect": " Both blades swing down, each one attacking all creatures under the ceiling grooves.",
"Melee": " scythe +17 (deadly 1d12), ",
"Damage": " 2d12+4 slashing; no multiple attack penalty",
"Reset": " The trap resets after 15 minutes.",
"category": "hazard"
},
{
"traits": [
"Evocation",
"Fire",
"Magical",
"Trap"
],
"name": "Fireball RuneHazard",
"text": [
" spell that deals 6d6 fire damage (DC 22 basic Reflex save)."
],
"source": "Core Rulebook pg. 524",
"Complexity": " Simple",
"Stealth": " DC 24 (expert)",
"Description": " An invisible rune creates an invisible, spherical magical sensor with a 20-foot radius.",
"Disable": " (3rd level; counteract DC 20) to counteract the rune",
"actions": "Reaction",
"Fireball": " (arcane, evocation, fire); ",
"Trigger": " A living creature enters the sensor area. ",
"Effect": " The rune detonates a fireball centered on the triggering creature\u2019s square. This is a 3rd-level ",
"category": "hazard"
},
{
"traits": [
"Mechanical",
"Trap"
],
"name": "Hallucination Powder TrapHazard",
"text": [],
"source": "Core Rulebook pg. 524",
"Complexity": " Simple",
"Stealth": " DC 24 (expert)",
"Description": " A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch.",
"Disable": " DC 26 (expert) to disable the hammer that strikes the percussion cap",
"AC": " 24, ",
"Fort": " 0, ",
"Ref": " 0",
"Hardness": " 0, ",
"HP": " 1; ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Powder Burst": " (mental, poison); ",
"Trigger": " The latch is opened or the tube is broken. ",
"Effect": " The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be confused for 1 round and take a \u20132 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead \u20134.",
"category": "hazard"
},
{
"traits": [
"Magical",
"Trap"
],
"name": "Pharaoh's WardHazard",
"text": [
" or similar magic."
],
"source": "Core Rulebook pg. 524",
"Complexity": " Simple",
"Stealth": " DC 25 (expert)",
"Description": " A curse is imbued on an entryway\u2019s threshold.",
"Disable": " (4th level; counteract DC 25) to counteract the rune",
"actions": "Reaction",
"Curse the Intruders": " (curse, divine, necromancy); ",
"Trigger": " The seal on the tomb is broken from the outside. ",
"Effect": " Each living creature within 60 feet must succeed at a DC 23 Will save or be subjected to the pharaoh\u2019s curse. A cursed creature takes a \u20132 status penalty to Fortitude saves, and any natural or magical healing it receives is halved. The curse remains until removed by ",
"Reset": " The trap resets when the door is shut",
"category": "hazard"
},
{
"traits": [
"Environmental",
"Fungus"
],
"name": "Yellow MoldHazard",
"text": [],
"source": "Core Rulebook pg. 524",
"Complexity": " Simple",
"Stealth": " DC 28 (trained)",
"Description": " Poisonous mold spores assault nearby creatures.",
"Disable": " DC 26 (expert) to remove the mold without triggering the spores",
"HP": " 70; ",
"Immunities": " critical hits, object immunities, precision damage",
"Trigger": " A creature moves into the mold\u2019s space or damages the mold. The mold can\u2019t use this reaction if it\u2019s in direct sunlight or if the damage was fire damage. ",
"Effect": " The triggering creature and all creatures within 10 feet are exposed to yellow mold spores.",
"Yellow Mold Spores": " (inhaled, poison) Any drained condition from the spores persists after the poison\u2019s duration ends; ",
"Saving Throw": " DC 26 Fortitude; ",
"Maximum Duration": " 6 rounds; ",
"Stage 1": " 1d8 poison damage and drained 1 (1 round); ",
"Stage 2": " 2d8 poison damage and drained 2 (1 round); ",
"Stage 3": " 3d8 poison damage and drained 3 (1 round)",
"category": "hazard"
},
{
"traits": [
"Magical",
"Mechanical",
"Trap"
],
"name": "Bottomless PitHazard",
"text": [
" to avoid ",
". The DC to ",
" the walls or Grab an Edge is 26.",
" The pit contains many handholds, so the falling creature can try to Grab an Edge again every 6 seconds. If the creature succeeds, it can start to Climb out from that point (though it might be a very long climb, depending on how far the creature fell). Since the creature falls endlessly, it can rest and even prepare spells while falling, though items dropped while falling are usually lost forever."
],
"source": "Core Rulebook pg. 524",
"Complexity": " Simple",
"Stealth": " DC 30 (or 0 if the trapdoor is disabled or broken) or ",
"Description": " An iron trapdoor covers an infinitely deep 10-foot-square pit.",
"Disable": " DC 28 (trained) to remove the trapdoor",
"AC": " 28, ",
"Fort": " +12, ",
"Ref": " +12",
"Trapdoor Hardness": " 9, ",
"Trapdoor HP": " 36 (BT 18); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Trigger": " A creature walks onto the trapdoor. ",
"Effect": " The triggering creature falls in and continues to fall, potentially forever. That creature can try to ",
"Reset": " The trap still causes creatures to fall forever if they fall in, but the trapdoor must be reset manually for the trap to become hidden again.",
"category": "hazard"
},
{
"traits": [
"Haunt"
],
"name": "Bloodthirsty UrgeHazard 1",
"text": [
".",
"."
],
"source": "Core Rulebook pg. 524",
"Complexity": " Simple",
"Stealth": " DC 31 (trained)",
"Description": " An object haunted by the echoes of a vicious mind attempts to kill someone who comes near.",
"Disable": " DC 31 (expert) to talk it down",
"actions": "Reaction",
"Quietus": " (death, emotion, fear, illusion, mental, occult); ",
"Trigger": " A creature moves within 10 feet of the haunted object. ",
"Effect": " The haunt takes control of the triggering creature, forcing it to attack itself. The creature must attempt a DC 29 Will save.",
"Critical Success": " The target is unaffected.",
"Success": " The target makes a Strike against itself and automatically hits; the target also becomes ",
"Failure": " The target makes a Strike against itself and automatically scores a critical hit; the target also becomes ",
"Critical Failure": " The target attempts a Fortitude save. If the target succeeds, it is subject to the effects of a failure instead. If the target fails, it is reduced to 0 Hit Points and dies.",
"category": "hazard"
},
{
"traits": [
"Magical",
"Mechanical",
"Trap"
],
"name": "Hammer of ForbiddanceHazard 1",
"text": [],
"source": "Core Rulebook pg. 525",
"Complexity": " Simple",
"Stealth": " DC 30 (expert)",
"Description": " An enormous hammer at an edifice\u2019s entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going any further.",
"Disable": " DC 28 (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging",
"AC": " 32, ",
"Fort": " +24, ",
"Ref": " +15",
"Hammer Hardness": " 22, ",
"Hammer HP": " 88 (44); ",
"Joint Hardness": " 16, ",
"Joint HP": " 64 (BT 32); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Forbid Entry": " (abjuration, attack, divine); ",
"Trigger": " A creature attempts to enter through the entrance. ",
"Effect": " The hammer swings down, making an attack against the triggering creature.",
"Melee": " hammer +28, ",
"Damage": " 6d8+20 bludgeoning plus the target is knocked back 10 feet and must succeed at a DC 30 Will save or be unable to enter the edifice through any entrance for 24 hours (on a critical hit, the target automatically fails the Will save); no multiple attack penalty",
"Reset": " The trap resets over the course of the round, and is ready to swing again 1 round later.",
"category": "hazard"
},
{
"traits": [
"Magical",
"Trap"
],
"name": "Polymorph TrapHazard 1",
"text": [
" (DC 32 Will save)."
],
"source": "Core Rulebook pg. 525",
"Complexity": " Simple",
"Stealth": " DC 34 (trained)",
"Description": " A Druidic glyph tries to transforms a trespasser into an animal.",
"Disable": " (6th level; counteract DC 30) to counteract the glyph",
"actions": "Reaction",
"Baleful Polymorph": " (primal, transmutation); ",
"Trigger": " A creature moves within 30 feet of the glyph without speaking the passphrase in Druidic. ",
"Effect": " The creature is targeted by ",
"category": "hazard"
},
{
"traits": [
"Magical",
"Trap"
],
"name": "Planar RiftHazard 1",
"text": [],
"source": "Core Rulebook pg. 525",
"Complexity": " Simple",
"Stealth": " DC 35 (trained)",
"Description": " A rift attempts to draw creatures into another plane (the GM chooses the specific plane).",
"Disable": " (7th level; counteract DC 31) to counteract the rift",
"actions": "Reaction",
"Into the Great Beyond": " (conjuration, occult, teleportation); ",
"Trigger": " A creature moves within 10 feet of the rift. ",
"Effect": " The triggering creature and all creatures within 30 feet of the rift are drawn into another plane. Each creature can attempt a DC 33 Reflex save to avoid this fate.",
"category": "hazard"
},
{
"traits": [
"Magical",
"Trap"
],
"name": "Frozen MomentHazard 1",
"text": [
" spell immediately and again for every minute of real time that passes while the creature is trapped in the frozen moment. This effect has an unlimited duration but can be counteracted."
],
"source": "Core Rulebook pg. 525",
"Complexity": " Simple",
"Stealth": " DC 40 (master)",
"Description": " Warding magic attempts to trap intruders or would-be thieves in a disrupted time flow.",
"Disable": " (9th level; counteract DC 36) to counteract the trap before it triggers or to counteract the effect on one creature after the trap is triggered",
"actions": "Reaction",
"Adrift in Time": " (occult, transmutation); ",
"Trigger": " A creature touches the warded object or area. ",
"Effect": " The triggering creature and all creatures within 30 feet are trapped in a disrupted time flow (DC 38 Fortitude negates). The creatures\u2019 minds move so quickly that each round seems to last a century, but their bodies and magical energies move so slowly that they can\u2019t use any actions except Recall Knowledge. An affected creature must attempt a DC 36 Will saving throw against a ",
"category": "hazard"
},
{
"traits": [
"Mechanical",
"Trap"
],
"name": "Vorpal ExecutionerHazard 1",
"text": [
"), "
],
"source": "Core Rulebook pg. 525",
"Complexity": " Simple",
"Stealth": " DC 43 (expert)",
"Description": " A wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within.",
"Disable": " DC 41 (expert) at four different junctions to jam all the saw blade\u2019s possible paths, preventing it from traveling through the room",
"AC": " 43, ",
"Fort": " +32, ",
"Ref": " +32",
"Hardness": " 30, ",
"HP": " 120 (60) per junction; ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Total Decapitation": " (attack, death); ",
"Trigger": " A creature attempts to exit the room. ",
"Effect": " The saw blade travels along its path, making one Strike against each creature in the room, twisting and varying its height for a maximum chance of beheading its targets.",
"Melee": " saw blade +40 (",
"Damage": " 6d12+25 slashing plus decapitation; no multiple attack penalty",
"Decapitation": " On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, dying instantly unless it can survive without a head.",
"Reset": " The trap resets over the course of the round and can be triggered again 1 round later.",
"category": "hazard"
},
{
"traits": [
"Magical",
"Trap"
],
"name": "Second ChanceHazard 2",
"text": [
"."
],
"source": "Core Rulebook pg. 525",
"Complexity": " Simple",
"Stealth": " DC 44 (legendary)",
"Description": " Powerful warding magic tied to an object or location tries to regress the ages of a creature and its allies.",
"Disable": " DC 46 (legendary) to take apart the spell one tiny piece at a time, with eyes closed, while recalling every vivid life memory in order, starting from the earliest memory",
"actions": "Reaction",
"In the Beginning": " (divine, transmutation); ",
"Trigger": " A creature tries to steal the object or intrude upon the location. If someone uses a proxy or dupe for the theft or intrusion, the trap unerringly targets the true perpetrator or perpetrators at any distance\u2014even across planes. ",
"Effect": " The triggering creature and up to five coconspirators instantly revert to infants, losing all memories, class abilities, and other skills acquired during their lives (DC 44 Fortitude negates). Reversing this effect is nearly impossible, requiring powerful magic such as ",
"category": "hazard"
},
{
"traits": [
"Rare",
"Magical",
"Trap"
],
"name": "Armageddon OrbHazard 2",
"text": [],
"source": "Core Rulebook pg. 526",
"Complexity": " Simple",
"Stealth": " DC 10 or ",
"Description": " A roiling red orb, forged from a drop of the god ",
"Disable": " and use them to drain away the orb\u2019s power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted",
"actions": "Reaction",
"Burn It All": " (death, divine, evocation, fire); ",
"Trigger": " A special condition set by the trap\u2019s creator occurs; this is typically the event of their death. ",
"Effect": " Fire rains from the sky in a 100-mile radius, dealing 10d6 fire damage to creatures and objects in the area. Each creature or object can attempt a DC 46 basic Reflex save. Any creature reduced to 0 Hit Points by this damage dies instantly. This is not enough damage to completely burn away a forest or level an entire mountain or city, but it typically kills most creatures in the area.",
"category": "hazard"
},
{
"traits": [
"Complex",
"Magical",
"Trap"
],
"name": "Summoning RuneHazard",
"text": [],
"source": "Core Rulebook pg. 526",
"Complexity": " Complex",
"Stealth": " +7 (trained)",
"Description": " A cloud of invisible magical sensors in a 10-foot radius surrounds an invisible wall or floor rune the size of the creature to be summoned.",
"Disable": " (1st level; counteract DC 15) to counteract the rune",
"actions": "Reaction",
"Summon Monster": " (arcane, conjuration, summon; ",
"Trigger": " A creature enters the cloud of magical sensors. ",
"Effect": " This trap summons a specific level 1 creature, determined when the trap is created. The creature rolls initiative and remains for 2d6 rounds, after which the spell ends and the creature disappears. The creature also disappears if someone disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures.",
"Reset": " The trap resets each day at dawn",
"category": "hazard"
},
{
"traits": [
"Complex",
"Mechanical",
"Trap"
],
"name": "Drowning PitHazard",
"text": [
" to avoid ",
". The trapdoor then slams shut, and the hazard rolls initiative.",
"."
],
"source": "Core Rulebook pg. 526",
"Complexity": " Complex",
"Stealth": " +10 (trained); DC 22 (expert) to notice the water spouts once the pit opens",
"Description": " A trapdoor covers a 10-foot-square pit that\u2019s 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit.",
"Disable": " DC 22 to Force Open the trapdoor",
"AC": " 19, ",
"Fort": " +8, ",
"Ref": " +5",
"Trapdoor Hardness": " 15, ",
"Trapdoor HP": " 60 (BT 30); ",
"Spout Hardness": " 8, ",
"Spout HP": " 32 (BT 16); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Trigger": " A creature walks onto the trapdoor. ",
"Effect": " The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can ",
"Routine": " (4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap\u2019s actions, a spout pours water, increasing the depth of the water by 5 feet. Once the pit is full of water, the pit stops using actions, but creatures in the pit begin ",
"Reset": " The trap can be reset if the door is manually reengaged and the water tanks refilled; it can be reset without draining the pit, but doing so renders it less effective.",
"category": "hazard"
},
{
"traits": [
"Complex",
"Environmental"
],
"name": "QuicksandHazard",
"text": [
".",
" A creature in the quicksand can attempt a DC 20 ",
" check to ",
" to either raise itself by one step if it\u2019s submerged to its neck or worse, or to move 5 feet if it\u2019s submerged only up to its waist. On a critical failure, the creature is pulled down one step. A creature that Swims out of the quicksand escapes the hazard and is ",
" in a space adjacent to the quicksand patch. Other creatures can ",
" the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 20 Athletics check, with the same results as if the creature attempted the check."
],
"source": "Core Rulebook pg. 526",
"Complexity": " Complex",
"Stealth": " +12 (trained) (or \u201310 and no minimum proficiency if the surface is disturbed)",
"Description": " A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it.",
"Disable": " DC 18 (trained) to disturb the surface",
"actions": "Free Action",
"Trigger": " A Huge or smaller creature walks onto the quicksand. ",
"Effect": " The triggering creature sinks into the quicksand up to its waist. The quicksand rolls initiative if it hasn\u2019t already.",
"Routine": " (1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and has to hold its breath to avoid ",
"Reset": " The hazard still submerges anyone who walks in, but the surface doesn\u2019t become hidden again until it settles over the course of 24 hours.",
"category": "hazard"
},
{
"traits": [
"Complex",
"Mechanical",
"Trap"
],
"name": "Spinning Blade PillarHazard",
"text": [],
"source": "Core Rulebook pg. 527",
"Complexity": " Complex",
"Stealth": " +11 (trained) or DC 26 (expert) to notice the control panel",
"Description": " A metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden control panel within 30 feet.",
"Disable": " DC 21 (trained) twice on the pillar, or Thievery DC 19 (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below).",
"AC": " 21, ",
"Fort": " +10, ",
"Ref": " +12",
"Pillar Hardness": " 12, ",
"Pillar HP": " 48 (BT 24); ",
"Panel Hardness": " 5, ",
"Panel HP": " 20 (BT 10); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Single Action",
"Rising Pillar": " (attack); ",
"Trigger": " A creature steps on one of the trapped floor tiles. ",
"Effect": " The trap pops up in a grid intersection and makes a spinning blade attack against one adjacent creature (if any), then rolls initiative.",
"Routine": " (3 actions) The trap uses its first action to make a spinning blade Strike against each adjacent creature, its second action to move straight in a random direction (roll 1d4 to determine the direction), and its third action to make a spinning blade Strike against each adjacent creature. This trap doesn\u2019t take a multiple attack penalty.",
"Speed": " 10 feet",
"Melee": " spinning blade +12, ",
"Damage": " 2d10+5 slashing",
"Reset": " The trap deactivates and resets after 1 minute.",
"category": "hazard"
},
{
"traits": [
"Complex",
"Magical",
"Mechanical",
"Trap"
],
"name": "Wheel of MiseryHazard",
"text": [],
"source": "Core Rulebook pg. 527",
"Complexity": " Complex",
"Stealth": " +16 (expert) to detect the magical sensor; noticing the wheel has a DC of 0",
"Description": " An ornate wheel set into a wall\u2014divided into six segments with colored runes on each\u2014is controlled by a magical sensor that detects any creature within 100 feet in front of it.",
"Disable": " (4th level; counteract DC 22) to counteract each\u00a0rune",
"AC": " 24, ",
"Fort": " +15, ",
"Ref": " +13",
"Hardness": " 14, ",
"HP": " 56 (BT 28); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Trigger": " A creature enters the sensor\u2019s detection area. ",
"Effect": " The wheel begins to spin and rolls initiative.",
"Routine": " (2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll 1d6 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spell\u2019s target is centered on or otherwise includes the nearest creature in the area. This increases the spell\u2019s range to 100 feet if necessary. Any spell cast by this trap is arcane. ",
"Reset": " The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor.",
"category": "hazard"
},
{
"traits": [
"Complex",
"Mechanical",
"Trap"
],
"name": "Poisoned Dart GalleryHazard",
"text": [],
"source": "Core Rulebook pg. 528",
"Complexity": " Complex",
"Stealth": " +16 (expert) or DC 31 (master) to notice the control panel",
"Description": " Countless holes to launch poison darts from line a long hallway with a hidden control panel on the far end.",
"Disable": " DC 21 (expert) on the control panel deactivates the trap.",
"AC": " 27, ",
"Fort": " +13, ",
"Ref": " +17",
"Hardness": " 14, ",
"HP": " 56 (BT 28) to destroy the control panel and disable the trap; ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Free Action",
"Dart Volley": " (attack); ",
"Trigger": " A creature within the active gallery finishes an action. ",
"Effect": " The trap makes a poisoned dart Strike against the triggering creature.",
"Routine": " (1 action) The trap launches one dart against every creature in the gallery as 1 action. Because it launches darts continuously, the trap can also use the Continuous Barrage free action (see below) to launch darts at each creature during that creature\u2019s turn.",
"Ranged": " poisoned dart +21, ",
"Damage": " 3d4 piercing plus flesset poison; no multiple attack penalty",
"Flesset Poison": " (poison); ",
"Saving Throw": " DC 22 Fortitude; ",
"Maximum Duration": " 6 rounds; ",
"Stage 1": " 1d6 poison damage and clumsy 1 (1 round); ",
"Stage 2": " 2d6 poison damage and clumsy 2 (1 round); ",
"Stage 3": " 3d6 poison damage and clumsy 3 (1 round)",
"Reset": " The trap deactivates and resets after 1 minute.",
"category": "hazard"
},
{
"traits": [
"Complex",
"Mechanical",
"Trap"
],
"name": "Lava Flume TubesHazard 1",
"text": [
" until it ",
" the hardening lava (DC 27). The creature might ",
" if covered in lava. Lava from the previous round hardens fully at the start of the trap\u2019s turn, effectively raising the floor of the room. Once the room is full of lava, the trap stops taking actions, but creatures in the room remain stuck until the floor opens and the trap resets.",
" 40 feet, taking falling damage (typically 17 bludgeoning damage)."
],
"source": "Core Rulebook pg. 528",
"Complexity": " Complex",
"Stealth": " +19 (trained)",
"Description": " Four gated channels carved into stone allow lava to flow into a 15-foot-tall room; the floor can withdraw to allow the hardened lava to fall into a chamber beneath.",
"Disable": " DC 29 (expert) to block a channel, or Thievery DC 31 (master) to release the floor latch and escape to the chamber below",
"AC": " 30, ",
"Fort": " +20, ",
"Ref": " +16",
"Channel Hardness": " 12, ",
"Channel HP": " 48 (BT 24) to destroy a channel gate (this prevents that channel from being disabled and stops the trap from resetting); ",
"Floor Hardness": " 18; ",
"Floor HP": " 72 (BT 36); ",
"Immunities": " critical hits, object immunities, precision damage",
"actions": "Reaction",
"Trigger": " A creature tries to leave the room. ",
"Effect": " The exits seal instantly and the trap rolls initiative.",
"Routine": " A creature that starts its turn in lava takes 8d6 fire damage and is ",
"Reset": " The trap deactivates and resets after 1 hour by withdrawing the floor, cracking and dumping the hardened lava (and any creatures trapped inside) into the chamber. Creatures ",
"category": "hazard"
},
{
"traits": [
"Complex",
"Magical",
"Mechanical",
"Trap"
],
"name": "Telekinetic Swarm TrapHazard 1",
"text": [],
"source": "Core Rulebook pg. 528",
"Complexity": " Complex",
"Stealth": " +24 (expert)",
"Description": " Three innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack all creatures in the room.",
"Disable": " (6th level; counteract DC 30) to counteract each telekinetic decoration",
"AC": " 33, ",
"Fort": " +24, ",
"Ref": " +19",
"Hardness": " 22, ",
"HP": " 88 (BT 44) per telekinetic cloud",
"actions": "Single Action",
"Agitate": " (arcane, evocation); ",
"Trigger": " A creature stays in the room for at least 6 seconds. ",
"Effect": " Each telekinetic decoration constructs a cloud of objects in the room (three clouds total) and the trap rolls initiative. The creatures in the room when the trap is triggered become the trap\u2019s targets, regardless of whether they leave the room or other creatures later enter the room. Each decoration targets a different creature if possible. A target creature that moves at least 1 mile from the trap ceases being a target, at which point the decoration designates a new target.",
"Routine": " If a decoration\u2019s cloud has been destroyed, the decoration instead spends its first action to create a new cloud of objects inside the room (using the starting damage value) and then its second and third actions to have the cloud move and attack.",
"Melee": " objects +24, ",
"Damage": " 2d12+10 bludgeoning",
"Reset": " The trap deactivates and resets 10 minutes after it has no target creatures (because the creatures either moved too far away or died).",
"category": "hazard"
},
{
"traits": [
"Complex",
"Magical",
"Mechanical",
"Trap"
],
"name": "Darkside MirrorHazard 1",
"text": [
" can\u2019t reach them."
],
"source": "Core Rulebook pg. 528",
"Complexity": " Complex",
"Stealth": " +24 (master) to notice it isn\u2019t a regular mirror",
"Description": " A magic mirror replaces characters with evil mirror duplicates from another dimension.",
"Disable": " (7th level; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time",
"AC": " 34, ",
"Fort": " +25, ",
"Ref": " +20",
"Hardness": " 1, ",
"HP": " 4 (BT 2), the mirror can\u2019t be damaged while any mirror duplicate is alive",
"actions": "Reaction",
"Reflection of Evil": " (arcane, conjuration, teleportation); ",
"Trigger": " A non-evil creature is reflected in the mirror. ",
"Effect": " The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 34 Reflex to avoid being absorbed into the mirror), and rolls initiative.",
"Routine": " (1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.",
"Reset": " The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn\u2019t rescue the creature with Thievery, it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can\u2019t destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like ",
"category": "hazard"
},
{
"traits": [
"Complex",
"Magical",
"Trap"
],
"name": "Banshee's SymphonyHazard 1",
"text": [
"wail of the banshee",
"wail of the banshee",
"wail of the banshee"
],
"source": "Core Rulebook pg. 529",
"Complexity": " Complex",
"Stealth": " +30 (legendary)",
"Description": " A magically contagious wail of the banshee spell is trapped in the larynx of an invisible, mummified elf.",
"Disable": " before the trap activates",
"actions": "Reaction",
"Trigger": " Three or more living creatures remain within 100 feet of the trap for 6 seconds or longer. ",
"Effect": " The trap releases an arcane wail of the banshee (DC 40) with a 100-foot-radius emanation instead of 40 feet, targeting all living creatures in the area, and rolls initiative.",
"Routine": " spells increases the targets\u2019 drained condition values. A creature that critically succeeds at any of its saves can still be affected by the trap on future rounds, but can\u2019t be forced to wail by the trap.",
"Reset": " The trap ends when the trap is unable to make a creature scream (usually because no creature failed its save on the previous turn or because all creatures have critically succeeded in the past). It then resets over 24 hours, as a new scream builds up in the mummified larynx.",
"category": "hazard"
}
]
}